Faster Weapon Grinding
Hack of Secret of Mana
Faster Weapon Grinding
Hack of Secret of Mana
|Patching Information||No-Header (SNES)|
|Genre||Role Playing > Action RPG|
|Hack Release Date||27 March 2019|
|Last Modified||28 March 2019|
This hack offers four different options for increasing the pace of weapon grinding.
Technical details: The weapon skill gain point formula uses a constant of 9, subtracts current weapon level, then divides that by either 2 or 4 depending whether or not you got the kill or the enemy’s level is higher than yours. This hack increases the constant of 9 to up to 15 in order to step up the pace of weapon level grinding.
- “A Bit Faster” - Only slightly faster than the original game.
- “Moderately Faster” - This will be noticeably faster than “A Bit Faster.”
- “Much Faster” - This will be significantly faster than the first two hacks.
- “Zippy” - Fastest.
Why only faster skill gain options and no options to slow it down? Two reasons:
1. Weapon skill gain is already pretty slow in the original game. You’ll never be able to get close to level 8 on most weapons unless you do a lot of unnecessary level grinding.
2. Adjusting the formula in this way can’t be used to slow down weapon skill gain without creating unacceptable side effects. It is technically possible to make a hack that slows down weapon skill gain, but it would require significantly rewriting the weapon experience subroutines to do it, which should be covered by a different (more complex) hack.
Apply this to an unheadered ROM.
ROM / ISO Information:
- Secret of Mana (U) [!].SMC
- Header: NO
- CRC32: 229BA7E4
- MD5: 759A3837E5C16AF31464EF6192731EEB
- SHA1: 4E214F3C987F842C2C68E77B99FC9760F6BB753D
|Contributor||Type of contribution||Listed credit|
User Review Information
I think this is SickReviewed By: WaltzIn on 15 Apr 2019
Honestly the game is long enough and eventful without having to spend Mounds of unnecessary time just to achieve high tier equipment.
Streamlining the upgrade system a bit makes this a whole lot more refined in terms of ‘running the game’. No longer having to spend weeks of bloat gameplay to have a high status character. Hell my most recent playthrough of this game I used a cheat to just give me the final blue version of the Mana Sword anyway. Because I just found the upgrade system too tedious to begin with.
I used to love shallow “grinding” for hours and making characters strong through bruteforce but now in recent years I grow tired of rpg gameplay filler and would rather focus the time on just strategizing skills and equipment or exploring for new equipment or finding ways to get money quickly to buy better resources etc or progressing through events. Not just back and forth room loading and slashing shit for Numeric addition. which a lot of RPGS use to pad out gameplay. I do this with Kingdom Hearts and Borderlands as well.
In a game built around Turned based Combat, the Simplistic Recreation has to be complimented by several stat systems to accommodate the players attention and give them several dopamine progression outlets so the main gameplay and story doesnt get Redundant.
However, when trying to Crossover the style of that Turned based gameplay into an action reaction oriented environment, game devs still tend to insist on keeping as many of those numeric filler micromanagements as possible, not fully grasping that a movement based game gets a lot of its true release through the combat and input itself, and the flow of set piece events. not the stat game behind it. which makes the stat grind padding overwhelming and cumbersome if not balanced and implemented carefully. a game like secret of mana is not a game I want to stat dwell like chrono trigger or final fantasy. there can be some stat progression for sure. but it should be wayy more accessible and not time consuming.
I guess its different in an age now where you don’t play just one game for months and months to a year like back when you’re young. There’s just so much software to engage that games don’t need to be Rackingly time consuming just to be a challenging and enriching endeavor. And anyone who looks at access refinements like this and scoffs at us for being “casual” should probably get their obtuse point of view checked.
I would say apply this patch with a harder enemies patch to get a fine swift challenge curve.
I just ranted but whatever
Version 1.0 Recommended - Yes
|I think this is Sick||WaltzIn||15 Apr 2019||1.0||Yes|